Dravenmoor & Jonathan
Hey Dravenmoor, I’ve been chewing on how a single choice in a VR quest can swing a hero into a villain, and I’m curious—what’s your trick for making those moral crossroads feel heavy without dragging the whole story down?
You keep the stakes high but avoid the slog by letting the consequence bleed straight into the next scene—no long exposition, just a world that reacts, a companion that turns on you, a mission you never expected. The weight is in the immediate fallout, not the pause for explanation. That’s how a single choice feels heavy without dragging the story down.